Table of Contents
5. ORDERS
ORDER AND REACTION TESTS
WHEN ARE THEY TAKEN?
Order Tests are conducted in phase two of every game turn. They are carried out to see if all the units or monsters in your army are alert, disciplined and prepared to accept orders. A units ability to react to orders or special events is governed by its race, training and experience. All units or monsters take an Order Test in phase two, except for the following:
- Characters
- Units which moved in phase one
- Units in column following roads
- Units in combat with the enemy
- Units under direct control
- Units under brigade control
Reaction Tests are similar to Order Tests. However, they can only be taken by units which are the target of a charge, in either phase one or five. In addition, they can only be taken after the enemy has made the first half of his charge move and even then, only if the enemy has still not come into contact with the target! Reaction Tests are conducted in exactly the same way as Order Tests, though they have slightly different modifiers.
HOW TO TAKE AN ORDER OR REACTION TEST
- Refer to the Order Test chart on the unit's Profile Sheet. Roll one D100 and add or subtract any relevant modifiers. If a modifier listed on the chart does not apply, do not include it in your score. Players should note that the modifier 'Character in Direct Control of unit' applies to Reaction Tests only. Players should also note that all modifiers are cumulative.
- Compare the modified percentage you now have, with the figure listed on the Order Test Result Table for the class of unit (A, B or C) being tested. If the unit's modified total is greater than the figure given for its class, it has failed the test. If the result is equal to or less than the figure given for its class, the unit has passed.
ORDER TEST RESULTS
If a unit passes its Order Test it will be responsive to commands and must be issued with orders in phase three of the game turn.
If a unit fails its Order Test, a Failed counter must be placed face up beside or behind it. Such a unit cannot be given any orders in phase three. Instead, the unit must refer to the Automatic Moves section on its Profile Sheet in phase seven of the game turn and act on whatever result is rolled (See Automatic Moves).
REACTION TEST RESULTS
If a unit passes its Reaction Test, it may react to an unexpected threat or occurrence. However, the only reactions open to it are as follows: Counter-Charge, Evade (only if in open order), Change Formation immediately to either Line or Hedgehog only, or cancel an order given in phase three to Change Formation to avoid the danger of becoming Disordered. (See Disorder). A unit cannot change face as a result of a reaction test. If a unit fails its Reaction Test it is unable to react to the new situation and will continue with its original orders, regardless of the consequences!
Example: A regiment of mercenary spearmen, hired by the Vistalian Guild to escort a spice caravan, are in column, when they are attacked in phase one, by a unit of Sossanian Cavalry in an Uncontrolled Advance. The spearmen face this threat before they have been issued with orders. To react to this threat, the spearmen must first take a Morale Test to see if they will stand firm in the face of the enemy charge. They conduct the Morale Test and pass with a CO result. (No doubt the hefty bonus they will get from the guild if the caravan gets through to Carylls has something to do with this success!).
The Sossanian player then moves his cavalry the first half of their charge move. This puts them within 15 cm of the mercenaries. If they had reached the Caryllian mercenaries with this move, the mercenaries would have been caught and therefore unable to take a reaction test. The commander of the caravan then decides his spearmen should try to form a Hedgehog to resist the cavalry. But to do this the spearmen must first pass a Reaction Test, to see if they have the sense to realise the danger they are in and react to it. The spearmen pass the test and immediately change formation from column into a hedgehog. If they had failed, they would have been forced to receive the charge in column rather than the more advantageous hedgehog, despite the fact that this would have resulted in heavy casualties.
USING THE REACTION TEST TO SOLVE ARGUMENTS
If there is ever a disagreement between players about whether a unit can perform a particular task or not, to settle the dispute the players should immediately conduct a Reaction Test on the unit concerned. If the unit passes, it should be allowed to perform the action. If it fails it may not perform the action. This simple mechanism will remove any need for shouting and can dramatically reduce the mortality rate among over-stressed players!
ORDER COUNTERS
All characters, monsters and units, except: units which moved in phase one, units marked with a failed counter, or units involved in combat; must be issued orders in phase three of each game turn, otherwise they will be unable to do anything!
To give a character, unit or monster orders, the commander selects a suitable order counter or counters and places them face down behind or beside each figure or unit. It is important players remember to place order counters face down, so their opponent will not see them and be able to react.
The following order counters are provided with these rules:
- Advance
- Stand
- Retire
- Double
- Left
- Right
- Wheel
- Fire
- Break Formation
- Reform
- C/F Column
- C/F Line
- C/F Hedgehog
- C/F Circle
- Charge
- C/F Face
- C/F About Face
- Mount
- Dismount
- Limber-up
- Unlimber
- Take-off
- Land
- Climb
- Dive
- Counter-Charge
- Evade
- (Rout)
- (Uncontrolled Advance)
- (Disordered)
- (Failed)
Orders commencing C/F include the order to Change Formation and cause the movement penalty mentioned on the Profile Sheets. Rout, Uncontrolled Advance, Disordered and Failed appear in brackets because they are compulsory orders caused as a result of a Morale Test, Order Test, Evade move or combat.
Order counters allow players to see at a glance what units have been ordered to do and avoid any need for writing orders down. They can also be used to check off which units have moved or fired, by removing the relevant counter(s) after each order has been obeyed, to reduce the chances of accidental cheating.
Order counters may be placed singly or in groups. Indeed some order counters must be placed in groups before they will make any sense.
INCORRECT ORDERS
Once an order counter or counters have been placed on the table beside a unit, they cannot be changed. This rule stops players reacting to clues given away by the opponent and also helps to reduce dawdling and constant changes of mind.
However, it can also result in a unit being issued with the wrong orders or orders that make no sense. If incorrect orders are issued the unit will follow them regardless of the problems this may cause. If orders are placed that make no sense — such as Charge, Left, Left or Advance, Wheel (and the direction to wheel in is missing), the unit will refuse the order and remain stationary and be unable to fire for that turn (except as a result of a Reaction Test).
NO ORDERS
If a unit is not marked with a failed counter but in phase four is found to be without orders, because the owning player has forgotten to issue any, that unit will remain stationary and will be unable to fire that turn (except as a result of a Reaction Test).
CHARACTERS AND ORDERS
Characters never have to take Order Tests. This is because their exulted status means they are always in control and their ability to give and receive orders is never in question (unless they are affected by magic).
However, characters must be issued with general movement orders in phase three of each game turn, just as if they were monsters or ordinary units. The orders in question are Advance, Stand, Charge and Retire. No other orders need be given, as it is assumed the character will wheel, move to the left or right, move at the double or fire etc. as he wants to.
If a character has an order he does not wish to follow, because he has become the subject of a charge, he may ignore it and remain stationary. However, no orders need be given for a character to cast a spell or use his skills or abilities. If he wishes to take any of these actions he simply states the fact as and when he wants to do it. At that point the normal activity of the turn stops and the spell is cast or the ability/skill used. Then the turn proceeds as usual. (See Magic).
Example: A thief wishes to cast a grappling hook so he can start to climb up the side of a tower. To do this he will need to be issued with the order Advance in phase three. Then at the beginning of phase six he announces he wants to cast his grappling hook. He does so and succeeds in catching a lintel on the tower. He can then climb up the side of the tower, during the movement phase. If he failed to cast the grappling hook successfully and was unable to climb up the side of the tower he could remain stationary instead of moving.
WHAT THE COUNTER ORDERS MEAN
In this section only, the term unit will be used to denote a unit of soldiers or a monster.
ADVANCE
This order is used whenever you want a unit or
character to move directly forward in the direction it
is facing. To comply with this order, the unit or
character must end the movement phase ahead of
the position from which it started the turn.
BREAK FORMATION
This order is used to prepare units to enter or leave
buildings which do not have large gateways through
which a column could pass. To be given this order the
unit must be in base-to-base contact with the
building or buildings. The manoeuvre consumes
one entire turn and allows the unit to enter or leave a
building or buildings and reform once it has
conducted the manoeuvre. This order is also used to man fortifications and
switch close order troops to open order and vice-
versa (See Brake formation).
C/F ABOUT FACE
This order allows a unit to turn around, without
having to move either forwards or backwards. A unit
issued with this order will stay where it is but the
troops within the unit will turn to face in the
opposite direction to the way they were facing at the
beginning of the turn.
C/F CIRCLE
This order involves a Change of Formation and as a
result causes the movement penalty mentioned on
the Profile Sheets. It is used to instruct a cavalry unit
to change from any given formation into a circle.
(See Circle). The centre of the circle will
be the position of the figure(s) at the centre of the
unit when the order is issued.
C/F COLUMN
This order involves a Change of Formation and as a
result causes the movement penalty mentioned on
the Profile Sheets. This order is used to instruct a
unit to change from any given formation into a
column. (See Column). The figure(s) in
the centre of the formation remain in that location
while the other figures form up around them.
C/F FACE
This order allows the figures in a unit to turn, with
out having to move either forwards or backwards. To
follow the order the unit must also be given a
direction i.e. Left or Right. A unit issued with this
order will stay where it is but the troops within the
unit will turn to face in the new direction.
C/F HEDGEHOG
This order involves a Change of Formation and as a
result causes the movement penalty mentioned on
the Profile Sheets. It is used to instruct an infantry
unit to change from any given formation into a
Hedgehog for defensive purposes, (see Hedgehog). The figure(s) in the centre of the formation
remain in that location while the other figures form
up around them.
C/F LINE
This order involves a Change of Formation and as a
result causes the movement penalty mentioned on
the Profile Sheets. It is used to instruct a unit to
change from any given formation into a line or to
change from one line formation to another. (See
Line). The figure(s) in the centre of the
formation remain in that location while the other
figures form up around them.
CHARGE
This order instructs a unit to move at charge speed
directly forward. Such movement can only be
conducted if the unit has an enemy target within its
charge range. This is the only order that can be
issued in phase three, which allows your troops to
move into combat with the enemy. A unit that is
charging has a limited ability to Wheel, (see Charge
Movement).
CLIMB
This order is used to instruct a flying creature,
while it is in the air, to climb higher. (See Air
Movement).
DISMOUNT
This order is used to instruct mounted riders to
dismount. (See Mounting and Dismounting).
DIVE
This order is used to instruct a flying creature,
while it is in the air, to dive. (See Air Movement).
—-
DOUBLE
This order instructs a unit to move at double speed.
Such movement can only be conducted if the unit is
in column, over 50 cm from the nearest enemy and
also has the order to Advance. (See Double
Movement).
FIRE
LAND
This order is used to instruct a flying creature,
flying at Combat Height, to land. (See Air Movement).
LEFT/RIGHT
These are directional orders which are used in
conjunction with the orders Wheel and C/F Face, to
tell a unit which way it should turn.
LIMBER-UP
This order is used to hitch a wagon or artillery
piece to its draft animals. Such a manoeuvre
consumes an entire movement phase. (See
Limbering and Unlimbering).
MOUNT
This order is used to instruct dismounted riders to
mount up. (See Mounting and Dismounting).
REFORM
This order is used to reorganise disordered units
into effective fighting formations. It consumes one
entire movement turn and allows the previously
disordered unit to reform into any formation.
RETIRE
This order is used whenever you want a unit or
character to move directly backwards away from the
direction in which it is facing. To comply with this
order, the unit or character must end the movement
phase behind the position from which it started the
turn. In addition, the unit should end the turn still
facing away from the direction in which it has
moved.
STAND
TAKE-OFF
This order is used to instruct a flying creature to
take-off. (See Air Movement).
UNLIMBER
This order is used to unhitch a wagon or artillery
piece from its draft animals. Such a manoeuvre
consumes an entire movement phase. (See
Limbering and Unlimbering).
WHEEL
This order allows a unit to turn whilst moving
either forwards or backwards. To follow the order the
unit must also be given a direction i.e. Left or Right
and a movement command such as Advance, Retire
or Charge.
If a unit is ordered Advance, Wheel, Left; the left hand side of the unit will turn roughly on the spot while the right hand side will wheel forwards round towards the left. Such a manoeuvre maybe conducted at any point during the unit's movement. The cost of the manoeuvre is calculated by measuring the distance covered by the outside edge of the unit, or in other words the edge which moves the furthest.
If this order is issued in conjunction with either the order to Advance or Retire, the unit will be able to wheel up to the limit of its movement allowance. However, if it is given with the order to Charge, the unit will only be allowed to wheel a maximum of 45 degrees. (See Wheeling).
SPECIAL ORDERS
COUNTER-CHARGE
This order instructs a unit to move at charge speed
directly forward. This order can only be placed as a
result of Reaction or Morale Test, caused by an
enemy unit's charge. If a unit passes a Reaction Test
and its commander wants it to counter-charge a
charging enemy, the commander will issue the order
Counter-Charge. If a unit receives the result UA in a
Morale Test caused by an enemy unit charging
towards it and it does not already have the order to
Charge, the order Counter-Charge must be placed
beside it. A unit that is Counter-Charging may
Wheel up to 45 degrees, to contact the enemy. This
order allows your troops to move into combat with
the enemy. (See Counter-Charge Movement on
page 74).
(DISORDERED)
Disorder is a state that denotes a unit which for
some reason is not formed up into an effective
fighting force. Disorder is caused by any Charge,
Counter-Charge or Uncontrolled Advance which
fails to result in combat with the enemy. It is also
caused by Pursuit, Evade or Rout moves, or if a unit is
charged and hit by the enemy, while it is changing
formation. (See Disordered Units on page 60).
EVADE
This order can only be given to troops in Open
Order, either in phase three or as a result of a
Reaction Test. It allows the unit to conduct a
controlled rout, moving at charge speed directly
away from the enemy. At the end of the move the unit
is turned to face the enemy and marked with a
disordered counter, (see Evade Movement on
page 74).
(FAILED)
This is not an order. It is a marker which is placed
beside each unit that fails its Order Test in phase two
of a turn. The Failed marker reminds players not to
issue orders to the unit and to roll for an automatic
move for the unit in phase seven of the turn.
(ROUT)
This order only occurs as a result of a Morale Test. A
unit which routs attempts to run away from the
enemy as fast as it can. (See Morale Results on page
110).